posted 07-08-2001 11:22 PM
Ask Brad 7/9/01 ------
I recall that when EverQuest was released, it was blamed by other developers for delaying their games. The designers spent their time playing EQ instead of working on games, hence the delays.
You must find that amusing (and gratifying, but I'm going for the amusing angle).
So, what keeps you from working? I'm hoping you don't say EverQuest, but as an addict myself I'll certainly understand if you do.
Sylvius (the Mad)
Roguish Rogue
Sullon Zek
I just can’t seem to get sick of Age of Kings: The Conquerors… I play it and play it. We’re also playing a bit of Tribes 2 around the office – it’s a lot of fun, especially using Sidewinder GameVoice. I also really enjoy car racing games, both in the arcade and on consoles.
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Here's a question that's been kinda bugging me about the forthcoming expansion. Now, when we saw Kunark released, and Velious, the new technology wasn't backwards compatible, so to speak. Trees don't move and sway in Antonica, for instance.
From looking at the screenshots of Luclin so far, I'd have to say it looks great (yah curved surfaces!). Now, my question is, will the revamp extend to the old world as well? Will I get to see grass and such sway in Greater Faydark? Since you totally redid the engine, I hope that this is true. It would be very dissapointing to go between Velious/Kunark/Old World and what them slowly seem to "deteriorate". Please, please, PLEASE don't let that be the case. From what I understand, the process would work something like this:
You have a set of files that denote zone information. One is a "map" of the zone, one contains spawn info, and one contains sounds/images. This may not be the way it is, i'm just theorizing. Now, depending on which engine the client is using (Luclin/non-luclin) the information would be used differently to build the zone. You could even have an extra file for each zone containing the extra info for the improved graphics and what not right? The non-luclin engine would ignore it, but the luclin engine would use it to build a graphically better zone.
Ok, I guess I've rambled enough.
PS: please let the graphics changes be global!
Lowkey
Wizard of Mithaniel Marr
Unfortunately, it’s not as easy as just running the old zones in the new engine. To really take advantage of the Luclin engine, we’d have to re-do the older zones, which would take almost as long as it did originally to create them. So, at this point, we don’t have any plans to revamp the old zones and instead are focusing on adding new content.
That said, we do hope to get a speed (framerate) increase when running some of the older zones because of the better rendering and visibility/culling technology we are putting into the Luclin engine.
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Hello Brad,
My question for your column:
What is your Vision™ for EverQuest's future? Will you keep adding content and otherwise improving the current EverQuest, or will it be replaced by a completely new game?
Regards,
Ralph P van der Krabben
The Netherlands
Well, one of the great things about being acquired by Sony Online is we have plenty of resources to devote to all sorts of projects. Right now, EverQuest continues to do extremely well, performing well beyond even our wildest dreams. So we believe the game has a long and healthy future ahead of it, and have committed very large and talented Live/Expansion teams to it.
Will there be other EverQuest games? Honestly, it’s too early to talk about anything like that, but I will say we’d be pretty foolish to not be planning for the future, both short and long term.
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Greetings Brad. Few questions for you. First of all I’d like to congratulate you and all those involved with you for bringing such a wonderful fantasy world to the public. I must say you gotta be proud. I can only imagine. Anyhow. When the idea for EverQuest first came up, did any of you ever imagine what it would evolve into, and how many peoples Real Life you were going to affect? I mean do you have any idea how many addicts there are out here? I know I am, and for the last two years. I have been totally swept away in this mysterious world full of adventures with friends. It has been a hell of a journey for me and I look forward to the future.
Honestly, no. We had NO idea the game would ever become this popular. I remember sitting down with John Smedley, running the numbers, and figuring if we could just get 70,000 people to play for about 4 months on average, the game might pay for itself. At the time people were very skeptical of MMOGs, and many thought UO was just a fluke. It was quite a battle, both getting the game finished as well as getting the support we needed to finish it (a huge thanks to John Smedley, Executive Producer on the original project, who’s original idea it was to do an online RPG and who then worked very hard to keep the project alive. Also, another huge thank you to Kelly Flock, then President of 989 Studios, for agreeing to fund the game and see it to completion. Without John and Kelly, there’d simply be no EverQuest).
Now, looking back, I’m still blown away. 400,000 active players… and more than 60% of everyone who ever bought the game still subscribing… an entire company (Verant) formed by its success and now able to pursue other massively multiplayer games… Verant acquired by SOE, putting it financially in a position to lead this new and emerging genre. Thanks big time to everyone who’s worked on the game, supported the game, and a special thanks to all of you players, without whom Norrath would merely be an empty shell.
One other question. Ever think about adding an expansion as lvl 50 to 60 world only? I mean, that would give those "noobs" another incentive to make it to the top. I remember in Old world, all I could think about was being old enough to go into the Planes. Not to mention if it was an entire continent, dedicated to the high end game, well us high lvl folks aren’t going to complain about not seeing **** is inspecting your equipment, every time we walk into town for some food or cash. Would really be neat to have an entire world for the sole community of the high end game. Just an idea. Any thoughts on this?
Sincerely ,
Gaani Deadslayer <--60th High Priest of Tarew Marr--->
Well, Velious was pretty much targeted at higher level players. Luclin will be more similar to Kunark, with zones for levels 1-60. But after that? You never know, but I will say this: they’ll be a lot of high-level players by then and we’d better have a plan to keep them happy
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One thing that strikes a lot of people as very annoying in most (all?) MMORPGs is the downtime. It's just not fun, and it is annoying to be paying money to do nothing. Contrast this to a traditional paper and dice RPG...imagine EQ as a paper and dice RPG and image a party in Freeport trying to get to Permafrost. They would tell the GM they are going, and give their route, and tell the GM that they are in a hurry, so are avoiding wandering monsters. The GM would roll some dice, and tell them "you trip was uneventful for the first day, but while crossing West Karana, you stumbled into a Hill Giant unexpectedly, and he attacks you!". A few minutes real time would be spent dispatching the Hill Giant, then they would continue, the GM would roll some dice, and tell them they are in Permafrost. Elapsed real time, 5 or 10 minutes. If they needed healing after the HG fight, they would tell the GM "we rest here until the Warrior is healed up to 90%", and the GM would roll some dice to see if they were surprised by any wanderers, and if not, would tell them "The Warrior is healed".
In an MMORPG, however, you can't take these shortcuts, because there are thousands of other players in the world. Even though most of them are not involved in what my party is doing, it is necessary that we remain synchronized with the world's timeline. So, a fight where the party takes a lot of damage has to have downtime...and that downtime actually has to be endured, to keep the party's time synchronized with all the other player's times.
Can an MMORPG capture the continuous excitement of a paper and dice game, while still allowing thousands of people into one world?
--Tim Smith
Ah, the big ‘downtime’ question that’s in a sense plaguing both present and future MMOGs.
It’s a pretty tough question to answer, and an even tougher problem to solve. You’re absolutely right that it’s not an issue for paper and dice games because they’re neither massively multiplayer nor persistent. The GM can alter the rate at which time passes for his group of players without worrying about screwing things up for thousands of others.
I’ll discuss briefly two types of downtime and my feelings regarding them:
1. Downtime between battles. It’s important. People do need a break between fighting – it’s a time to grab a drink from the fridge, or use the restroom. It’s also a time for socializing and discussing tactics for the next battle. But it can also be boring, and it can definitely take too long. I’ve heard that some players have finished Robert Jordan novels, reading only during downtime. So, it’s really a balancing act, and I think we probably have a bit too much of this sort of downtime, but it’s not something easily solved or tweaked because there are so many factors related to balance that rely on mana and hit point regeneration rates, etc.
2. Downtime traveling between areas of interest. This is also a tough one. While most players want a huge world to explore and the distance between to regions to be measurable and significant, it also gets pretty old traveling from one point to another, over and over again. For example, Frodo’s journey to Mount Doom was very exciting ONCE, but were he to have to do it repeatedly, it would most likely become less and less interesting. I don’t think the solution, however, is to simply shrink the world by increasing travel speeds or making teleportation more accessible. Rather, the solution, at least long term, is to provide a more dynamic world that IS interesting and different even though you are traveling through the same area again. In other words, the travel itself ought to be as much of an adventure and about playing the game as what you do when you arrive at your destination.
So, to answer your final question there: yes and no. Yes, I think MMOGs will get better and better at making downtime less frustrating and travel much more interesting. But I also think it would be unwise to really pursue ‘no downtime’ because of how important it is to both community building as well as to creating truly virtual worlds.
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I've been a gamer since I was about 3 years old when I was playing Castle Wolfenstein on my old Commodore 64(the 2D one . I've gone through several games since then and one thing has always fascinated me, and that was HOW do these people make these games.
I’ve been a gamer since I played Ultima 2 on an Apple 2e. And I had the original Castle Wolfenstein on my Atari 800XL. Ah, the good old days
This Summer I'm headed to UT allas to major in Computer Science, I know enough C++ to get myself around, but need formal instruction on how to think when programming. I was wondering what compiler and what not ya'll used? Even what made you do Direct X instead of OpenGL and what not Quake 3 followed, and Quake 2 before it.
-Aaron
aka Cardinl Soulwarden
57th Templar of Tunare
Relentless Asecension
Morell-Thule
We use Visual C++ almost entirely for all of our development. As for Direct X vs. OpenGL, the latter wasn’t really an option when we were originally programming the game between 1996 and 1998. Actually, the big debate was whether to use Direct X or Glide (or both). Interestingly, the EverQuest engine was originally a software renderer. Then we made the decision to also support hardware (our target card was the Voodoo 1). So we made a Glide version, and then later decided to go hardware only. In the end, we converted the engine such that it would also support Direct X. Supporting OpenGL could have been a decision we made later, but it turns out Direct X is mature enough now that there’d really be no advantages to supporting it.
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Hello! I was studying the map that comes with EverQuest, and I've noticed many areas that don't seem to exist. I looked at the "In Development" letter and was excited to see that the Stonebrunt Mountains on the map is planned to be added. Are you guys still actively improving the "Old World" just as much as you're working to create new, exciting lands (Luclin)? Are more zones coming? And do I have any hope of seeing The Loping Plains or the Hills of Shade appear in my homeland of Faydwer?
Faedia, Veeshan
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I was wondering if you guys ever plan on finishing off the original EverQuest continents (zone wise), I think it would bring more life back to the old world having more zones come online. Some of the places mentioned on the game maps sound kind of interesting, and I for one would like to see things like the Dead Hills, Lake Nerriuss and The Northlands, or even the Rujarkian Hills and Lifire River of Antonica. Is there any thought or future plans of ever bringing live the original intended parts of Norrath that was cut out for specific reasons?
--- Riachi Swiftheart ---
42nd Barbarian Rogue
(Since you both pretty much asked the same question, I decided to post both of your emails)
The short answer is Yes. We’d love to eventually see every nook and cranny of Norrath accessible. And I think, slowly but surely, you’ll see us get there. In addition to major Expansions (which have always added new areas), we are also committed to launching at least 2 new and free zones each year, and they’ll almost always be parts of the Old World. We’re not sure yet which region we’ll do after the Stonebrunt Mountains, but we’ll announce it when we do. Adding Paineel, the Warrens, and the Stonebrunt Mountains came from a desire to significantly expand Odus (let’s face it – the island was just too small). You could see new zones in Odus, Antonica, or Faydwer in the future, however.
Thanks for all the emails,
-Brad